Serious board games: modding existing games for collaborative ideation processes

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Serious board games: modding existing games for collaborative ideation processes
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    Serious board games: modding existing games for collaborative
                         ideation processes
                                         Micael Sousa1
              1
               University of Coimbra, Department of Civil Engineering, CITTA
                                 micaelssousa@gmail.com

    Abstract
       Modern board games are booming, exploring new design elements, and
       providing dynamics that can support unique experiences. Serious game
       approaches can benefit from these insights and novelty. With the appropriate
       adaptation, modern board games may become flexible and cheaper ways to
       use and prototype serious games. Exploring these games and player
       engagement can support digital game design. Digital game designers may
       learn from modern board games to playtest player engagement and build
       prototypes for their serious games. This paper describes an experience with
       several adapted modern board games aiming to create a “Light Collaborative
       Ideation Process”, supported by the “Engagement Design” model and “The
       big five personality traits”. The game session objectives concerned fostering
       collaboration and ideation among participants in an informal meeting. The
       session successfully supported the potential of using modern board games,
       although showing the limitations and future developments required to benefit
       from the modding approach.

Keywords: Board games, Serious games, Collaboration, Soft Skills.

1    Introduction

Designing Serious Games (SG) is not an easy task [1], [2], especially when there are few
time and resources available to allocate to their development. Profiting from existing games
is an option [3]. Simple adaptations of well-established games can achieve predefined
objectives while maintaining player engagement [4]. However, the possibility to transform
entertainment games into SG demand proper systematization. Can it be done in fast gaming
sessions (RQ1)? Without knowing the players' profiles (RQ2)? Will these findings related
to modern board games be useful for digital SG development (RQ3)?
    This paper describes an experimental dynamic after a meeting to synchronize and
establish a common agenda for future activities. The experiment consisted of a sequence of
modern board games, played with and without adaptations, to promote communication and
co-creation for collaborative work. The games were introduced to establish empathy among
participants that never meet before or did not have close relationships. The game facilitator
selected and adapted four games to create a progressive dynamic intended to establish
collaboration. The experiment invited players to focus on the priorities for the future
common agenda. The games were fast, aiming to engage all the participants, considering
their different player profiles. The experiment implemented a game-based “Light
Collaborative Process for Ideation” (LCPI).
    The established gameplay allowed an immediate debriefing with the participants after
each game. The participants filled pre-tests and post-tests inquiries to record their global
experiences, as well as inquires that focused on soft skills they explored during each
different game, their own, and what they thought other players also experienced. Data
collection, from the inquiries, was crossed with The big five personality traits [5] and the

International Journal of Serious Games                                Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                            http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 130

Engagement Design model [6] to confirm if the selected games fitted or not the three main
typologies of players/users, as well as if they achieved the objectives of the SG approach.
The facilitator used modern board games [7], [8], adapting them to the SG objectives and
to player profiles [6]. This option was intended to produce a flexible approach to overcome
the difficulties of dealing with different player profiles when using SG [2].
     The adopted method followed SG approaches, as it departed from minor adaptations of
entertainment games that would be played and debriefed to achieve serious purposes.
Lowering the complexity of the original games was intended to allow instant playability.
The provided game experiences should be fun for participants and serious by addressing
predefined objectives [1], [9]. Gameplay should enrich the discussion and generate
information beyond the formal meeting, helping participants and the meeting organizers to
collaborate in future projects.
     After the introduction, in section 2, we approach the concept of modding entertainment
board games into SG, addressing the session objectives, personality traits, and player
profiles. Section 3 presents the methodology for the practical game experiment. Section 4
delivers data collections, observations, and results. Discussion, conclusion, and limitations
and future work are presented after.

2     Modding board games to be serious games

2.1    Participation and collaboration
The Participative Design (PD) methodologies, where small groups of people do co-creative
tasks [10] and solve problems [11], following also the influences of collaboration currently
seen in Design Thinking (DT) processes as collective ideation [12], supported the game
sequence established for the experiment. These groups, working in collaborative ways, can
produce outputs, solutions, and new ideas through consensus building. As an indirect result,
a resilient participative community able to solve common future problems also can emerge
[13], developing accepted ideas and solutions for collective problems [14].
    Among the prerequisites for collaborative planning, there is the need to create a
common language [15], losing the power relations that undermine relations, and
establishing equality in participation [16], shared decision [17]. Dealing with nonlinearity
approaches in collaborative development allows flexibilization to address complexity [13].
To achieve these collaborative approaches active facilitation is mandatory [18].
    Because games are rule-bounded arenas of testing, where players solve problems
individually and collectively [19], games can be tools to establish collaboration in
multiplayer activities. The use of multiplayer analog games deepens, even more, the
dynamics for collaboration because these game systems demand players conscientious
agreement and involvement to function [20]–[22]. The materiality of these games also
improves the tangibility and empathy between players [23].

2.2    Start modding board games
Board games can be used directly or adapted to be SG [3]. It depends upon many factors
such as the player profiles [6], the context, the previous experiences, and many other
conditions [24], but the debriefing process is essential to help players achieve the games'
serious objectives [25]. Considering the variety and complexity games may have, the need
for adaptation and establish a profound debriefing process can vary. Ignoring the need for
debriefing may undermine the effects of the SG [2].
    There are many available board games to choose from. We propose to use Board Game
Geek (BGG) (www.boardgamegeek.com) database because of its acceptability in the board
game community [26], [27]. BGG allows selecting the most high-ranked games related to

International Journal of Serious Games                                Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                            http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 131

mechanisms and other typologies like the number of players, complexity, and gameplay
duration.
    The presence of a facilitator in SG processes, done with existing analog games, is
mandatory [28], [29], also considering the need to explain the game rules progressively
[26], [30].

2.3    From personality traits and facets to skills and player profiles
The big five personality traits and their multiple facets [5], considering ten possible feelings
experienced during gameplay, was the base to identify soft skills experienced during
gameplay (see Table 3). These feelings and skills can be useful to explore the kind of
experiences players have in games and how it contributes to the SG objectives.
    Although there is a tendency to seek ways to explore soft skills, it is hard to provide a
definition and a list of them, as Schulz [31] noticed, because it depends mainly on the
context of analysis. Schulz [31] provided some examples of common soft skills:
Communication skills; Critical and structured thinking; Problem-solving skills; Creativity;
Teamwork capability; Negotiating skills; Self-management; Time management; Conflict
management; Cultural awareness; Common knowledge; Responsibility; Etiquette and good
manners; Courtesy; Self-esteem; Sociability; Integrity/Honesty; Empathy.
    Although many soft skills are transversal and hard to define, the proposed relationship
of “The big five personality factors” facets and feelings expressed during gameplay can
help. Table 1 expresses those relations for the present case study.

       Table 1. Personality factors, facets and proposed feeling and soft skills.
                                                Proposed experience Proposed relations to
    The Big Five
                                Facets             feeling during             Soft Skills
 Personality Factors
                                                      gameplay
                                                Efficiency (success in Critical and structured
                      Competence (Efficient) and Problem solving). thinking.
   Consciousness
                            achievement.        Competence (skills for Self-management.
                                                  problem-solving). Time management.
                                                     Imagination       Communication Skills.
                        Fantasy (Imagination).
     Openness to                                     (Creativity).     Creativity.
     experience                                                        Cultural awareness.
                               Curiosity               Curiosity
                                                                       Sociability.
                                                                       Communication Skills
                       Excitement seeking and
    Extraversion                                      Excitement       Sociability
                          positive emotions
                                                                       Conflict management
                                 Trust                  Trust          Communication Skills
                                                                       Teamwork capability
                               Altruism                Altruism        Negotiating skills
   Agreeableness
                                                                       Courtesy
                      Compliance, modesty, and
                                                       Empathy         Sociability
                              tenderness
                                                                       Conflict management
                                Anxiety                Anxiety         Self-management
    Neuroticism/
                                                                       Conflict management
  Emotional stability   Vulnerability to stress         Stress

    Table 1 provided the framework for the Game Inquiry (GI) players filled after each
play (the game inquiry results are expressed in Table 5, 6, and 7). Through GI players mark
their feelings to a five-degree Likert scale, which latter can be related to the streams and
users [6]. Players evaluated their feelings (p), which established and group average of
personal feelings (Mp), and what they think other players felt (o) during gameplay, resulting
in average scores for the group (Mo). Zagalo [6] proposes the Engagement Design model
for design interaction motivations that can be applied to game development (see Figure 1).
This framework can also help adjust and choose games to engage users in SG approaches.

International Journal of Serious Games                                         Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 132

                        Figure 1.   Engagement Design model: Designing for Interaction
                                                 Motivations [6]

3     Methodology

After the formal meeting, the game experience lasted one hour and a half. The facilitator
selected several board games expecting to deliver enjoyable game experiences to as many
players as possible. The games were medium and low complexity (lower than 2.00 where
the maximum is 5, see Table 1), able to be playable within the available time. The selected
games were high-ranked games at BGG (higher than 3.000 rank). They were party games
with mechanisms to foster creativity and cooperative games to engage players in collective
endeavors.

3.1    Selecting and modding games for the experience
The facilitator adapted the selected games to fit SG purposes for the meeting. To understand
the adaptations, Table 2 resumes the original games played during the experiment as their
complexity level according to BGG databases. The game adaptations are, therefore,
expressed in Table 3. BGG game’s complexity level is determined by users, according to a
system of Bayesian averages. The BGG complexity varies from 1 to 5. A game classified
between 1 and 2 is of low complexity, suited for fast learning and playing.

            Table 2. Summary of the unchanged games used in the experience and their
                                         complexity according to BGG.
      Name of the game                    Game description                  Complexity (1 to 5)
                                Players share oral narratives inspired
           Dixit [32]           by the surrealistic colored drawings                 1.23
                                of the cards.
                                Two teams try to be the fastest to
                                complete a 3D model with different
                                colored and shaped pieces. Each
       Team3 (T3) [33]          team is composed of three players,                   1.17
                                each player with a different role. The
                                first player can read the goal
                                blueprint and communicate by

International Journal of Serious Games                                      Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                  http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 133

                                gestures to the second player. The
                                second player can see the gestures
                                and talk instructions to the third
                                player. The third player must close
                                his eyes and listen to the second
                                player while it tries to do the goal by
                                combining the plastic pieces.
                                A cooperative game where players
                                control a group of four adventures.
                                The objective is to get the right
                                weapon for each adventurer and
                                escape the maze. Players cannot talk
                                during the game. Players can only
                                use a pawn to signal the attention of
                                another player. Each player can do
   Magic Maze (MM) [34]         one or two movement actions (north,                     1.73
                                south, east, and west), discovering
                                and add maze tiles, using portals and
                                ladders. The red hourglass action in
                                the board allows players to flip the
                                hourglass that controls the time to
                                escape and to speak during the
                                process. It is a real-time game with
                                no predefined sequence of actions.
                                Players write a word in their
                                notebooks. After writing, players
                                draw pictures representing that word
                                on the next page. Then the process is
                                repeated. Players pass the notebooks
                                among other players in sequence,
   Telestrations (TL) [35]      allowing the next player to see only                    1.09
                                the previous page. This notebook
                                passing creates sequences of draws
                                and words, resulting from creative
                                and interpretative interactions. It
                                builds a sequence interaction without
                                complete information.

    Following these insights, the game experiment intended to establish a Light
Collaborative Process for Ideation (LCPI) through three steps (see Table 3).

          Table 3. Assumed player skills in a “Light Collaborative Process for Ideation”
                                           (LCPI) with adapted games.
         LCPI steeps
                                              Objectives                           Adaptation
           Game
                                                                    Display random Dixit cards
                                                                     faced up over a table. The
                                “Breaking the Ice” and sharing     number of cards should be at
                                controlled personal information by least ten times the number of
                                players. Dynamic intended for       players. Without giving any
           Step (1)
                                introducing players to each other.  information to players, they
            Dixit
                                Allows creating some starting      pick a card, and, after all the
                                common knowledge that will help to players have their cards, they
                                establish common languages [15].     present themselves to the
                                                                   group based on the card they
                                                                               picked.
           Step (2)                General collaborative processes       No adaptation is needed, just
           Team3                   where players need to use their      playing the easiest version of
           Step (2)              coordination and differentiated skills           the game.

International Journal of Serious Games                                         Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 134

           Magic Maze              for promoting equality [16] and
                                     sharing decisions to achieve
                                           objectives [14].

                                                                           Do not use the cards in the
                                Informal co-creation process through
                                                                          game. Instruct the players to
                                linearity and non-linearity interactive
                                                                        choose a word representing the
                                sequences [13]. This co-creation
                                                                         priority for collective projects
                                produces new ideas for players'
                                                                            to develop in the future.
             Step (3)           common problems and challenges
                                                                         Players must not discuss their
           Telestrations        [14], considering multiples
                                                                          selected priorities while the
                                expressions through drawing and
                                                                        game is happening. Then, after
                                writing, following personal
                                                                           the end game, each player
                                interpretations that form a collective
                                                                          presents his notebook so the
                                narrative.
                                                                          discussion may occur freely.

    After each play, the facilitator conducts a debriefing debate [32], done informally,
inviting players to discuss their behavior and analyze the group gameplay. The players
answer a pre-test and a post-test done to record player characteristics, game performance,
game experience, game satisfaction, and game serious objectives, following the
recommendations from Mayer et al. [24]. Another inquiry intended to record each feeling
players experienced in each game was defined (GI).
    The selected games (see Table 2), and their adaptations (see Table 3), created a
sequence where players engaged in collaboration and ideation. But, as Zagalo [6] notices,
there can be at least three types of different users engaged in games, all for different reasons:
the abstracters that like to generalize, deal with uncertainty, and do problem-solving; the
tinkerers that like to experiment, the novelty and the creativity, and; the dramatics that like
the humanize, establishing empathy among other players. Ignoring these different player
profiles and what engages players may undermine the success of choosing and adapting
games. Choosing games to engage as many users as possible is beneficial. The three
streams from the engagement design model deliver a framework to support these decisions.

3.2    Games targeted to user profiles and SG objectives
The Dixit cards were useful to help “break the ice”, supporting players' presentation. But
the storytelling presentations had no special rules or objectives and scoring system. It was
just a dynamic and not a game. Because of this, players did not fill the GI for this game.
However, Dixit storytelling presentations were considered in Table 4 as an LCPI step.
     Excitement and stress emotions were not considered in the experiment analysis,
because they can occur in every game as a positive or negative reaction to the engagement
preferences. All the played games had time restrictions intended to create fast games,
providing stress to players.

                        Table 4. LCPI steps and games related to player skills.
                    LCPI steps                          Expected player skills in games
                      Game
                                              Efficiency (communication).
                                              Curiosity (choosing and describing the cards).
                     Step (1)                 Imagination (expression trough personal.
                       Dixit                  storytelling).
                                              Empathy (expression trough personal
                                              storytelling).
                                              Efficiency (problem-solving).
                                              Empathy (collective attention).
                     Step (2)
                                              Trust (other players’ attention).
                      Team3
                                              Anxiety management (time management and
                                              communicating priorities to other players).

International Journal of Serious Games                                        Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                    http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 135

                                                    Competence (problem-solving).
                                                    Altruism (adapting to other players’ performance).
                                                    Stress management (time management and
                                                    communicating priorities to other players).
                                                    Efficiency (problem-solving).
                                                    Empathy (collective attention).
                                                    Trust (other players’ attention).
                                                    Anxiety management (time management and
                    Step (2)
                                                    communicating priorities to other players).
                   Magic Maze
                                                    Competence (problem-solving).
                                                    Altruism (adapting to other players’ performance)
                                                    Stress management (time management and
                                                    communicating priorities to other players).
                                                    Efficiency (communication and interpretation).
                                                    Imagination (idea proposal and interpretation).
                                                    Empathy (interpretation of the draw and words).
                                                    Trust (player do not break the ideas).
                     Step (3)                       Anxiety (bad drawing and misspelling).
                   Telestrations                    Competence (drawing and guessing).
                                                    Curiosity (interpretation of the words and draws).
                                                    Altruism (adapting the message to other players).
                                                    Stress management (Time management, bad
                                                    drawing, and misspelling).

     Figure 2 represents a matrix and scheme where each game relates to at least two of the
three columns/streams of the Engagement Design model (and its player profiles). These
relations depart from the proposed dominant feelings players can experience during
gameplay were described in Tables 3 and 4. Through the following scheme (see Figure 2)
is possible to establish the LCPI, supported by the Engagement Design model [6] and the
soft skill [31] related to The big five personality traits [5] in a pragmatic way.
  LCPI
  Steep

                  Games                  Progression             Expression                Relation

    1              Dixit                                               ■                     ■
    2             Team3                       ■                                              ■
    2          Magic Maze                     ■                                              ■
    3          Telestrations                                          ■                      ■
                                              ▼                      ▼                      ▼
                  Most fit for:          Abstracters              Tinkerers             Dramatists
    Dominant expected Feelings            Efficiency;            Imagination;          Empathy; Trust;
              during gameplay            Competence.              Curiosity.             Altruism.

               Figure 2.    Engagement Design model for the selected games considering the
                              types of users and expected feelings during gameplay.

    In Team3 (T3) players must master how the different roles communicate to complete
the puzzles. The game demands communicative expression and creativity, although the
most notorious expected skills are problem-solving and empathy among players due to all
the communications restrictions.
    In Magic Maze (MM) players need to manage the movement efficiently, combining all
their allowed actions. Players can talk freely during the hourglass spinning and before the
game. The continuous novelty is introduced in the game as the maze unfolds and changes.
    Telestrations (TL) gives freedom and empowers players. They can pick the first word
and interpret the following words and draws. It delivers creative expression, graphic
communication, and interpretation challenge exercises.
    All games foster relations among players due to their collaborative gameplay nature
and need for collective agreement to activate the game system.

International Journal of Serious Games                                         Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 136

4     Observations and results

4.1     The general meeting
Twelve participants attended this formal meeting, with most of the attendants meeting each
other there for the first time. The formal meeting had a duration of two hours. It started with
personal presentations, followed by each participant sharing information about their
associations or projects. There was a collective agreement that coordinating a common
agenda would bring collective benefits to all, although it was not evident what to do and
when. Nearly half of the participants did not attend the meeting until the end, and only six
stayed for the game dynamic (n=6), planned to occur after the formal meeting. The game
experiment had a total duration of one hour and a half. The meeting happened late in the
afternoon, and many participants claimed they had other appointments to justify leaving the
meeting during the formal discussion before the games.

4.2     Game inquiries results
Because all the inquiries were anonymous, which impossibilities singular players analysis,
only average results (M) supported this experience. The Mp relates to self-evaluation, and
Mo relates to the perception of other players' feelings during gameplay with the GI. The
difference between the Mp and Mo is the average perception variation between self-
evaluation and evaluating other players, which is useful to address general empathy during
collaboration. The standard deviation (SD) considers the differences between players'
evaluations, which can provide insights about the different profiles and how players reacted
uniquely to the tested games.
    Tables 5, 6, and 7 express players' experiences after playing the games (Team3, Magic
Maze, and Telestrations). In Table 5 (Team3) curiosity was the personal feeling with the
highest average score (Mp=4.00), although players attributed the higher feeling perception
about other players to empathy (Mo=4.17). The highest personal deviation was in trust
(SDp=1.21), which is understandable because it was the first game. Competence had the
same self-evaluation as the other players' feelings (Mp=Mo=3.50), although the SD varied
to some extent (SDp=1.05 and SDo=0.84). This tendency of considering other players'
performance better them their own was common in all games.

                          Table 5. Reported feelings by players during Team3.
    Feelings/
                         Mp              SDp          Mo               SDo             Mp-Mo
    Behavior
    Efficiency          3.00             1.10         3.17             0.75              -0.17

 Imagination            3.67             1.03         3.67             0.82              0.00

     Empathy            3.67             1.03         4.17             0.41              -0.50

      Trust             3.33             1.21         4.00             0.63              -0.67

     Anxiety            2.50             1.05         3.00             0.63              -0.50

 Competence             3.50             1.05         3.50             0.84              0.00

    Curiosity           4.00             0.63         3.83             0.41              0.17

    Excitement          3.50             0.55         3.50             0.55              0.00

     Altruism           3.83             0.41         4.00             0.00              -0.17

      Stress            2.00             0.63         2.17             0.75              -0.17

    In Table 6 (Magic Maze) excitement was the highest feeling players expressed in their
perception (Mp=4.33), something also evident when considering other players’ evaluation

International Journal of Serious Games                                  Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                              http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 137

(Mo=4.17). Empathy also had the highest score by other players' perceptions (Mo=4.17).
Altruism felt by other players was evaluated with the same grade by all players (Mp=4.00
and SD=0.00).

                       Table 6. Reported feelings by players during Magic Maze.
  Feelings/
                         Mp                SDp               Mo               SDo             Mp-Mo
  Behavior
  Efficiency            3.67               0.52              3.83             0.41              -0.17

 Imagination            3.33               1.03              3.83             0.75              -0.50

   Empathy              4.00               0.89              4.17             0.41              -0.17

     Trust              3.50               0.84              3.67             0.82              -0.17

   Anxiety              3.67               1.21              3.50             0.84              0.17

 Competence             3.17               0.75              4.00             0.00              -0.83

   Curiosity            4.17               0.98              3.83             0.75              0.33

  Excitement            4.33               0.82              4.17             0.75              0.17

   Altruism             3.67               0.52              4.00             0.00              -0.33

     Stress             3.33               0.82              3.50             0.84              -0.17

    In Table 7 (Telestrations) the highest expression from players' self-evaluation was
curiosity (Mp=4.50 and SDp=0.84) followed by imagination (Mp=4.33, SDp=0.84).
Imagination (Mp=4.33, SDp=0.52) and curiosity (Mo=4.33, SDo=0.82) were also the
highest evaluation perception players attributed to the other players' expressions during
gameplay.

                       Table 7. Average feelings by players during Telestrations.
  Feelings/
                         Mp                SDp               Mo               SDo             Mp-Mo
  Behavior
  Efficiency            3.67               0.52              3.83             0.75              -0.17

 Imagination            4.33               0.82              4.33             0.52              0.00

   Empathy              3.83               0.75              4.33             0.52              -0.50

     Trust              3.67               0.82              4.17             0.41              -0.50

   Anxiety              2.83               1.60              2.67             1.37              0.17

 Competence             3.17               0.41              3.83             0.75              -0.67

   Curiosity            4.50               0.84              4.33             0.82              0.17

  Excitement            3.50               0.55              4.00             0.89              -0.50

   Altruism             4.00               0.63              3.50             0.55              0.50

     Stress             2.33               1.51              2.33             1.21              0.00

    In Table 8, the Average (M) and standard deviation (SD) obtained from the game
inquiries should allow an easy direct comparison for the sequence of games. The results
from the Mp-Mo express the maximum gap between them.
    The game sequence reveals that the efficiency, trust, and curiosity raised from game to
game in the self-evaluation (Mp) and the evaluation of the other players' perceptions (Mo).
Other feelings variated greatly. Imagination and curiosity increased from game to game as
expected because the last game (Telestrations) was the most adequate to foster creativity.
    Considering both perspective evaluations (Mp and Mo), the reduction of imagination
from Team3 to Magic Maze and the increase in Telestrations evidence the expected reaction

International Journal of Serious Games                                         Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 138

predicted in Figure 2. The efficiency increased from Team3 to Magic Maze and remained
the same during Telestrations. The empathy increased from Team3 to Magic Maze and then
decreased in Telestrations, but only in the self-evaluation, while the perception of other
players' behavior increased. The first two games demanded more collaboration among
players, while the third was more prone to individual creativity. The anxiety had a peak
during Magic Maze, understandable due to the communication and time restrictions. This
anxiety seems to relate to excitement because the two feelings burst during Magic Maze.
     Table 8 expresses the differences between average self (Mp) and average collective
evaluations (Mo). Competence and altruism manifested the maximum difference of 0.83
between self-evaluation and collective behavior. These gaps may reveal the manifestation
of abstracters and dramatists [6] expressing their feelings while playing the different games
and noticing other players be different from them. Considering the tinkerers' users (see
Figure 1) and their preferences [6] (see Figure 2), the difference did not seem so evident
because the gap for imagination was 0.50 and curiosity only 0.17.

                        Table 8. Average results about feeling during gameplay.
                         Mp                     Mo                       Mp-Mo
 Feelings/
                                                                                                                         Maximum
 Behavior          T3      MM               TL             T3       MM            TL          T3      MM            TL
                                                                                                                           gap
 Efficiency     3.00       3.67          3.67           3.17         3.83       3.83        -0.17     -0.17        -0.17   0.00

Imagination     3.67       3.33          4.33           3.67         3.83       4.33         0.00     -0.50        0.00        0.50

 Empathy        3.67       4.00          3.83           4.17         4.17       4.33        -0.50     -0.17        -0.50       0.33

   Trust        3.33       3.50          3.67           4.00         3.67       4.17        -0.67     -0.17        -0.50       0.50

  Anxiety       2.50       3.67          2.83           3.00         3.50       2.67        -0.50      0,17        0.17        0.67

Competence      3.50       3.17          3.17           3.50         4.00       3.83         0.00     -0.83        -0.67       0.83

 Curiosity      4.00       4.17          4.50           3.83         3.83       4.33         0.17      0.33        0.17        0.17

Excitement      3.50       4.33          3.50           3.50         4.17       4.00         0.00      0.17        -0.50       0.67

 Altruism       3.83       3.67          4.00           4.00         4.00       3.50        -0.17     -0.33        0.50        0.83

   Stress       2,00       3.33          2.33           2.17         3.50       2.33        -0.17     -0.17        0.00        0.17

After each game, players also wrote the first words that come to their mind relating to the
previous gameplay. The collected words were analyzed through the grounded theory [33]
and organized in Table 9. Some players did not write as many words as others, which
produced more data in some games than others (see Table 9).

              Table 9. First words players wrote after each game to describe gameplay
                                      Communication

                                                      Cooperation
                         Creativity

                                                                                                      Simplicity
                                                                              Efficiency
                                                                    Dynamic

                                                                                                                           Tension
                                                                                                                   Skill
                                                                                             Fun

           Game

           Team3         0            3               3             1         0              2        0            4       1

      Magic Maze         1            2               5             1         0              1        0            4       0

      Telestrations      6            1               0             0         1              0        2            1       0

     Skill, communication, and tension (relating to competence and progression) emerged
in Team3. Cooperation and skill emerged in Magic Maze more than other games, despite
all being collaborative. On the other hand, creativity appeared more in Telestrations as

International Journal of Serious Games                                                                Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                                            http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 139

expected due to the freedom to draw and interpret drawings. Players highlighted the
simplicity of Telestrations, which confirms the low complexity classification from BGG
(see Table 2).

4.3     Game pretests and posttests results
The pre-test and post-test were useful to collect more data about the participants. The game
habits, considering all game types, are considered not high. Only one player admitted
playing at least once per day. Three played at least once per week, two once per month, and
the last one reported playing less than once per month (at least once per year). These game
habits lead as concluding that participants were not very interested in games. However,
when asked if games are fun, the average value for the responses was M=4.33 with
SD=0.47. The low game habits may explain why the average evaluation increased to
M=4.50 with SD=0.50 after playing the games (see Table 10). The result for the global
engagement was high (M=4.67, SD=0.47), with a low level of frustration (M=2.33,
SD=1.20) and medium level of anxiety (M=3.17, SD=1.50), despite the considerable
variation in player interpretations. The challenge level (M=4.50, SD=0.50) was high, a
source of enjoyment when considering the other feelings. The surprise factor was not as
high as expected (M=4.00, SD=1.82) considering low game habits. The feelings/behaviors
identified in Table 10 are related to the The Big 5 personality traits (see Table 1).

                                             Table 10. Post-test results
Feelings/behavior
                                     Likert scale of evaluation
     after the
                                                                                        M           SD
   sequence of
                           1             2           3          4           5
      games
        Fun                0             0           0          3           3          4.50        0.50
      Difficulty           0             1           2          1           2          3.67        1.39
   Engagement              0             0           0          2           4          4.67        0.47
      Challenge            0             0           0          3           3          4.50        0.50
      Anxiety              0             2           2          1           1          3.17        1.50
    Adaptation             0             0           0          2           4          4.67        0.47
      Surprise             0             0           2          2           2          4.00        0.82
    Frustration            1             3           1          1           0          2.33        1.20

     When comparing the motivation before and after the games, the average evaluation
increased from M=4.33 to M=4.50. The correlation between the answers to the question “if
games were fun” (see Table 11) was perfect.
     Considering the objectives of establishing the conditions for future collaboration
projects, players classified the experience as a success, with M=4.67 (SD=0.47). When
asked if they would play these games in the future for fun, the average answer was M=4.50
(SD=0.5).
     Table 11 also expresses post-tests results, where players manifested a global evaluation
about the fun and excitement higher than each GI. Although the anxiety levels were higher
at the end of the experience, they were lower than in Magic Maze. These high anxiety and
enjoyment are examples of paradoxical feelings expressed in games.

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ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 140

                  Table 11. Comparison of self-evaluation from GI and the post-test
      Feelings/                           Mp (GI)                                End of the
      Behavior                 T3            MM                  TL            experiment (M)
      Anxiety                 2.50            3.67              2.83                 3.17

 Fun/Excitement               3.50            4.33              3.50                 4.50

4.4     Game Observations
Players grasped every game with only one explanation, even though they did not know the
games previously. Only minor doubts occurred during gameplay, easily explained by the
facilitator. It was notorious that some players were more engaged in some games than
others. The laughing, commenting, and discussing gameplay varied from game to game and
from player to player. At the start of the games, two players said they need to leave after
the first game, but they continued to play until the end.
     The personal presentation, using Dixit cards, instantly changed the mood in the room.
Fun comments and smiley interactions between participants emerged. The contrast between
the debate done in the previous meeting was notorious. In Team3, both teams (3 players
each) managed to finish the objective almost at the same time, in less than 15 minutes.
Although being a more complex and demanding game, players acknowledged Magic Maze
in a fast way. By playing just one time, players were very close to fulfilling the game goal.
One of the players, when the hourglass flipped, assumed leadership. He defined a collective
plan to fulfill the goals. All players participated in this fast strategy debate. During the
Telestrations game, there were convergence and divergence in the notebooks. Concepts like
“communication”, “Trust”, “collaboration”, “ideas”, “leadership”, “team” and “union”
emerged from gameplay as priorities to achieve the objectives of the previous meeting.
     After the game session, the facilitator conducted a fast debrief for 15 minutes. Players
highlight their surprise and how the games generated empathy and collaboration. Players
stated that tensions and difficulties mastering the games did not affect engagement. During
the debriefing, players talked with more energy and enthusiasm than during the previous
meeting. They were curious to try more games and game approaches to foster creativity
and collaboration. Players identified several keywords related to cooperation (similar to
Table 9).

5     Discussion

Players believed the game session achieved the session's objectives of fostering future
collaborations (M=4.67). They stated the games to be enjoyable because they said they
would play them in the future just for fun (M=4.5). The results from the Telestrations
notebooks reinforced this perception. Without any preparation, players identified in the
notebooks key concepts to establish collaborative approaches to the common objective. The
final debate, during the debriefing, reinforced these perceptions.
    The experiment established some relationships to soft skills expressed during the
games, although they were, undoubtedly, difficult to analyze. Despite these difficulties,
Team3 and Magic Maze obtained high scores in efficiency and competence as expected,
establishing the relationship to abstracters and tinkerers. On the other end, Telestrations
was the game where players expressed the most imagination and creativity, relating to
tinkerers and dramatists. In all games, empathy, trust, and altruism maintained an SD =0.50
or less, probably due to being collaborative games, even in Telestrations where the
competitions departed from a process of co-creation.
    These results show that the Engagement Design model can help to choose games to
modify to be SG. The players support the initial claims that each game fits the three
typologies of users (see Figure 1 and Table 9), at least in a general way according to their

International Journal of Serious Games                                Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                            http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 141

statements. BGG can support choosing games to modify into SG able to address soft skills
like creativity and collaboration. But choosing sets of games that the different profiles can
enjoy increases player engagement. The Engagement Design model seems to be a valid
method to support these SG modding approaches. Facilitators benefit from the ability to
engage all the different player profiles because they may ignore who will play the games.
     Building SG from modding existent games can be a valuable resource for project
managers, facilitators, community activators, and any agents who need fast tools to engage
with first-time users or in continuous sessions that require progressive adaptation to users.
Party games and other alike can be continuously adapted to approach multiple issues.
Although this might seem easy, it is mandatory to know the games in detail, which skills
they can explore, and balance the type, gender, and quantity of games to engage with users.
     The increasing stress felt by players during the games can be explained by the hurry to
leave the experience. Some attendants need to leave early. However, they continued
playing until the end. These external influences affected game experiences, although some
game systems deliver these feelings intentionally. This design feature is evident in Magic
Maze, the game where the stress/anxiety generation occurred the most (see Table 8), despite
one of the users referred to the tension it felt during Team3 (see Table 9). Stress and anxiety
during gameplay can be misleading because they can contribute to engagement in some
games.
     The experiment allows comparing the differences between personal and other players'
perceptions. In multiplayer gameplay experiences, the interaction among players is
constant, and it builds towards the potential of engagement. The highest gaps between
personal and other players' perceptions happened in the feelings of competence and
altruism. This example reveals how subjective they can be and can impact collaboration.
Low altruistic group attitude and an unbalanced notion of competence among participants
may undermine collaboration processes. Using games to evaluate and strengthen this
feeling can help future SG, even as a prior exercise to a collaborative specific process not
related to games.
     Choosing low complexity games (see Table 2), supported by a permanent facilitator,
proved efficient to engage first-time users without profound game habits. The LCPI was
generic and flexible enough to help players relate to what was involved in a collaborative
process. Players realized how other participants perceive the same experiences and can
create different solutions to the same problems.
     The leaving of many participants before the games must be stated as a potential
problem. Participants might consider games as extra or unnecessary work. Introducing “ice-
breaking” games, like the use of Dixit [34] cards, can be a way to show participants the
benefits of SG approaches, even without a scoring system.
     We propose the following general scheme (Figure 3) to systemize the findings from the
experiment. The proposed scheme can lead to future testing and comparing the proposed
approach of the LCPI to other similar examples [4]. In it, the facilitator will define the SG
objectives and available resources. The facilitator must identify contextual limitations to
select a sample of games to modify and playtest. Playtesting might demand to restart the
process if the SG objectives are not met. After assuring objectives are reachable, the
facilitator can use the SG to deliver playable sessions. But the facilitator may realize that
the objectives cannot be fully achieved with the available resources (i.e., time, numberer of
players, and other context limitations), which may demand reconsidering the initial
objectives to achieve through games. During the actual play, the analyses and evaluation
of SG objectives are continuous.
     Learning from the presented case study, we believe that the LCPI can be adapted to
other goals and be a guidance framework to build SG approaches, done after modding
modern board games. The SG processes departed from the LCPI are ready to use solutions
or ways to support prototype building that game designers may use in their digital SG
development.

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ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 142

    Define SG Objectives (i.e.,          Select games to
                                                                              Play
            collaboration)                   modify
         Identify available               Playtest and               Analyze play (with a
               resources                 modding games                     facilitator)
    Identify context limitations                                  Establish conclusions from
       (i.e., time, number of                                     gameplay to SG objectives
                                          SG objectives
                players)                                             (i.e., collaboration).
                                               are
                                           reachable?
                                         No         Yes

                Figure 3.    Scheme for modding board games to became SG for the example
                                    of collaboration (appliable to the LCPI).

    The previous scheme combines the polycentric game development approach with the
multiple cycles of playtesting [37] with the goal-centered SG approaches. This scheme
supports digital game design when it departs from analog game prototypes [38].
Understanding how players directly activate these analog game systems can help designers
decide what to automatize in digital games.

6     Conclusion

The experience proved that modern board games are adaptable to foster collaborative
engagement. Through the LCPI proposal, it is possible to say that players successfully
identified some of the prerequisites for collaboration. By achieving this, players may be
better prepared for future collaborative projects, although the game experience was brief
and unable to test this accurately in other situations. Despite unknowing future player
behaviors, the experiment proved that game usage can be a starting point to establish
collaborative processes. The experiment highlighted the effects of different players' profiles
and subjectivity in SG usages. That modding modern board games as SG deliver tools for
soft skills development. The experiment demonstrated how, by doing game dynamics, a
mood in a formal meeting changes without losing its serious intentions (RQ1).
     The Engagement Design model was a valuable framework to choose games to engage
with different players when facilitators have several available games but do not know the
attendants (RQ2). Although players liked some games better than others, they all
appreciated the game experience and how games addressed the meeting objectives. The big
five traits approach was able to make relationships from expected player behavior and the
streams of the Engagement Design model, easily measured by players’ perceptions through
the GI.
     Profiting from existing games, which can be easily adapted, is valuable for fast and
simple SG exercises (RQ1). The flexibility of modern board games to deliver fun and be
engaging is valuable. When supported by adequate frameworks, they can become low-tech
SG and support prototypes for digital SG development. Since many new modern game
designs are continuously appearing, new opportunities are always available to modify and
inspire new solutions.
     Facilitators help to lower the game complexity, even when players have little
experience with games. Facilitators also support players to establish the relationships
between their personal and collective experiences to the SG objectives. The debriefing
process is essential to guaranty that players achieve SG objectives.
     The LCPI provided an example to systemize the modern board game modding to
became SG. The LCPI highlighted the possibilities of exploring the design innovation and
unique interactions of the modern board game for general SG design. We believe this

International Journal of Serious Games                                Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                            http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 143

systematic approach also brings new possibilities to future tests for digital serious games,
at least for prototyping objectives (RQ3).

7     Limitations and future work

It was possible to collect data from two types of inquiries and formal observation. But the
low number of participants (n=6) cannot generate unquestionable results. Despite these
limitations, the LCPI experience opens a path for future research and development, done
with more players and games. Future research should enlarge the number of players and
different played games. More data would establish clear patterns of behaviors. It could
highlight the effect of each design element in the player experiences and the desirable
serious outputs. Analyzing some dual feelings like stress and challenge must be crossed
with other data sources, confirming if it is a positive or negative effect during gameplay
(RQ2).
    Upcoming experiences should benefit from comparing different types of games and
other collaboration ideation processes without games. Introducing non-modern board
games, digital games, and other game typologies could establish clear conclusions for SG
usage. Board games can be explored in online video conversation platforms and as
prototypes for digital games in future research (RQ3).
    The experiment revealed how important it is to record each player's experience
separately throughout all played games. This information would help to establish direct
relationships between games and skills. As well as about what game elements each player
profile appreciated the most. Because players may not express all their unconscious feelings
through written questionnaires, filming gameplay, and use biometric data-gathering could
bring valuable information to evaluate players' engagement.
    There is also the need to deepen the debriefing process to collect information about
players' behaviors for further analyses. This data would allow us to clearly understand the
inquiries answers and the relationships with the SG objectives. The debriefing should
follow a defined protocol, despite the obligation to be flexible to help the facilitator role.

      Acknowledgements

The author would like to thank to Patrícia Oliveira for revising the text and give important
feedback and to António Pais Antunes for supervising the author during the Ph.D.

      Funding

This research was funded by “Fundação para a Ciência e a Tecnologia” (FCT), the
Portuguese funding agency, for supporting this research, under the grant
PD/BD/146491/2019.

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ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
pag. 144

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pag. 146

      Apendix

PRE-TEST
                                                               Likert scale of evaluation
                            Never              At least once         At least once        At least once      Every day
                             (1)                 per year             per month            per week             (5)
                                                    (2)                    (3)                 (4)
 How often do
 you play games?             □                      □                      □                     □              □

                                                                          Likert scale of evaluation
                                                (None)                -                -             -         (Totally)
                                                  1                   2               3              4            5
 Games are fun?                                    □                 □                □                  □          □
 What is your current motivation to play           □                 □                □                  □          □
 the proposed games?

GAME INQUIRES (GI)
Name of the game: ___________________________________________________________________________________

                                                                    Likert scale of evaluation
   Your feelings during
        gameplay                     (None)                     -                 -                  -        (Totally)
                                       1                        2                 3                  4           5
              Fun
                                           □                    □                 □                  □           □
           Difficulty
                                           □                    □                 □                  □           □
        Engagement
                                           □                    □                 □                  □           □
           Challenge
                                           □                    □                 □                  □           □
            Anxiety
                                           □                    □                 □                  □           □
           Adaptation
                                           □                    □                 □                  □           □
            Surprise
                                           □                    □                 □                  □           □
           Frustration
                                           □                    □                 □                  □           □

                                                                    Likert scale of evaluation
   Other players feelings
     during gameplay                 (None)                     -                 -                  -        (Totally)
                                       1                        2                 3                  4           5
              Fun
                                           □                    □                 □                  □           □
           Difficulty
                                           □                    □                 □                  □           □
        Engagement
                                           □                    □                 □                  □           □
           Challenge
                                           □                    □                 □                  □           □
            Anxiety
                                           □                    □                 □                  □           □
           Adaptation
                                           □                    □                 □                  □           □
            Surprise
                                           □                    □                 □                  □           □
           Frustration
                                           □                    □                 □                  □           □

Describe the first words that came to your mind about this game experience:
___________________________________________________________________________________________________

International Journal of Serious Games                                                       Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                                   http://dx.doi.org/10.17083/ijsg.v8i2.405
Sousa, M., Serious board games: modding existing games for collaborative ideation processes        pag. 147

POST-TEST
                                                            Likert scale of evaluation
                                          (None)        -                -             -        (Totally)
                                            1           2               3              4           5
 Games are fun?                              □          □              □              □            □
 What is your current motivation level?      □          □              □              □            □
 How do you classify the complexity of
 the played games?                           □          □              □              □            □
 Where you engaged in the played
 games?                                      □          □              □              □            □
 How do you classify the level of
 challenge of the played games?              □          □              □              □            □
 How do you classify your level of
 anxiety after playing the games?            □          □              □              □            □
 How do you classify your level of
 surprise after playing the games?           □          □              □              □            □
 How do you classify your level of
 frustration after playing the games?        □          □              □              □            □
 Did the games achieved the objectives
 previously defined for of the session?      □          □              □              □            □
 Would you play these games just for
 fun?                                        □          □              □              □            □

Final commentaries about the game session:

___________________________________________________________________________________________________
___________________________________________________________________________________________________
___________________________________________________________________________________________________

International Journal of Serious Games                                         Volume 8, Issue 2, June 2021
ISSN: 2384-8766                                                     http://dx.doi.org/10.17083/ijsg.v8i2.405
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